Instalar o Visual Studio 2019 profissional

Já está disponivel a instalação do Visual Studio 2019, qualquer uma das versões, inclusive a versão profissional. A instalação off-line pode ser feita usando o assistente de download e activando a opção de:

assim e em formas de etapas, fazer:
1) download do vs_professional.exe para uma pasta, por exemplo C:\tempVB

2) abrir uma janela de consola dentro desta pasta e escrever o comando:
vs_professional.exe –layout c:\tempvb –lang en-US

3) fazer next next… e fazer o download

(esta versão vai fazer download de tudo relacionado com o VB profissional)

+infos(oficial): LINK

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Jornadas JDM 2019 (em Leiria)

“O Núcleo de Jogos Digitais e Multimédia em parceria coma coordenação do curso de Jogos Digitais e Multimédia realiza no dia 11 de maio, no anfiteatro 1 do Edifício D, a segunda edição da JDM Game Dev Talks. A iniciativa tem como objetivo promover um conjunto de palestras sobre temas de interesse aos alunos desta licenciatura.”

Acho que deviam mencionar se é aberto ou não a pessoas de fora…


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11th Conference on Videogame Sciences and Arts

“The 11th Conference on Videogame Sciences and Arts will be held on November 27-29, organized by the Department of Communication and Art of the University of Aveiro, and the Society of Video Games Sciences (SPCV). The annual conferences of the SPCV promote the scientific gathering of researchers in Portugal. These conferences are attended by researchers and professionals in the expanded field of videogames — Multimedia, Communication, Technology, Education, Psychology and Arts — to disseminate work and exchange experiences between the academic community and with the industry.”

Temas da conferência:
Tabletop Games
Hybrid Games
Serious Games

Datas importantes:
Submission deadline (all categories): July 15, 2019
Author notification of the review: August 30, 2019
Submission of the print-ready version: September 15, 2019
VJ2019 conference: November 27-29, 2019


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International Game Developers Association (IGDA)

A International Game Developers Association é uma associação internacional de malta que anda a desenvolver videojogos. Esta associação está localizada no Canadá, e vai fazendo alguma publicidade acerca dos eventos que se vão realizando um pouco por todo o mundo relacionados por exemplo com conferências.

É interessante que na página se possam aceder a alguns recursos, alguns deles dicas, relacionados com o desenvolvimento de videojogos.

alguns desses recursos são links para outras referências como, estatísticas:
Chart Track
DFC Intelligence
Electronic Entertainment Design and Research (EEDAR)
ESA Industry Facts
Forrester Research
Gartner Group
IHS Technology
International Development Group
Jon Peddie Research
Juniper Research
Magic Box Game Charts
Research and Markets
Strategy Analytics
Videogame Sales Charts

noticias, eventos ou acesso a listas de empresas.

+infos(recursos oficiais):

+infos(questionários oficiais):

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a ler:
Four Ways to Teach with Video Games por Max Lieberman

a consumir:

a aprender:


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Geração Spectrum (muito mais do que uma exposição)

“O Museu da Pedra, numa associação do Município de Cantanhede a um coleccionador de Cantanhede, orgulha-se de trazer a público a coleção “Geração Spectrum” para que seja visitada pelos nossos munícipes e visitantes ao concelho.

Esta exposição, saudosamente intitulada de LOAD “”, homenageia e descreve o aparecimento dos primeiros computadores que na década de 80 começaram a surgir na casa de muitos Portugueses. Mas vai mais além e detalha a importância que Portugal teve nesta revolução tecnológica visto que muitos computadores vendidos por todo o Mundo foram por cá montados ou desenvolvidos.

A exposição será formalmente inaugurada na tarde de dia 27/04 com uma tertúlia a partir das 15h00.

A participação é livre, limitada aos lugares disponíveis.”

O autor, coleccionador e responsável é o João Diogo Ramos

 João Diogo Ramos

o programa de inauguração conta com..

+infos(o portal):

+infos( LINK

+infos(rede social): LINK

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How to publish mobile game, and avoid making my mistakes por u/litemesa

Gostei da seguinte partilha..

Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.

Story of my game has started in 2015 – I’ve started learning Unity3d, and as a result I made my first (actually, second, which I’m not shy to show) game: Out of Brakes – runner, where player drives a car and must avoid obstacles, while speed constantly increases:

Out of Brakes gameplay

Development took about a year. Then I decided to launch it by myself: I thought I made super-duper-awesome game, killer of Crossy Road and so on. I thought I didn’t need a publisher and game will be a hit as soon as I press “Publish” button. Well, that was a good experience: I could throw a stone in the ocean storm – the impact would be the same as self-launch. This experience was very helpful, and I started to think more practically: we often hear success stories from here and there, and we think we can repeat them easily, missing a lot of details and complexity by the way, focusing on results – success.

Thus, wiping tears from face and analyzing situation I understood 3 things:

  1. Safety in numbers – develop game by yourself – it’s fun, but not very productive

  2. I need a publisher – he can value the game unprejudiced, and advice on what should be improved, he can create a marketing strategy and increase chances of featuring

  3. I need to continue creating games in the same genre and setting – this shortens development time and produces results quicker, thereby decreases risk of fails

I took these points into account while developing next game – Blocky Racing

This time the game was developed by two people, game was based on original Out of Brakes – this allowed us to focus on gameplay, and evolve runner into racing game with tracks, rivals and car’s upgrades. When development was done, we started looking for a publisher.

Eventually, triumph of indie-developer: after dozens of press-releases, negotiations and rejections the publisher was found, agreement signed, game released and even featured in AppStore – we were over the moon! But, as we soon discovered, fly of ointment awaited us in the future.

Few words about publisher: Malaysian publisher NexxStudio (, that specializes on mobile casual games. To all appearances NexxStudio consists from one person – Mr. Ken Neth Wong.

After the game launch (January 2018) pace of work increased: work on bugs, work on new features and so on.

As well, we were waiting for 2 months period from launch date – approximately at this time publisher should send us first Report about income and expenses, and we could get our first earnings. And from this point the most interesting part has started: publisher began to delay with Reports. At first, he wrote that Ad Networks didn’t provide him data about earnings still, then – that he was on game conference and didn’t have time to calculate income, then – that he was super busy with launching of another game and so on and so on. At the same time, we actively worked on patch releases: “make haste while the sun shines” – said publisher… we awoke in September of 2018 – we realized we needed help.

We found a lawyer, and when she read the contract, she became horrified: neither point of contract defended developer’s rights, and on the contrary: 100% points of contract defended publisher against developer.

In this situation the lawyer advised us not to make any sudden moves, and try to negotiate. Pace of development started to slowdown: publisher was giving us the runaround about Reports, we were promising him new builds. At the same time NexxStudio got notification from developer of another mobile game: they claimed, that title Blocky Racing breaks their TM of game Blocks Racer, and that we should remove or rename our game.

We started work on new patch: we were changing title Blocky Racing to Blocks Racing, and publisher was assuring us that he will prepare all Reports, calculate all earnings and send us our share. He sent us advance $4k as a gesture of goodwill. We listened open-mouthed, launched a patch, after that publisher got in touch with us a few times, and in December of 2018 even wrote, quotation:

“I’ve missed the few deadline that I’ve set and given you. Can you give me one more weekend to address it? Otherwise we will terminate the contract and in turn you are free to republish it (you will still be entitled to the money owed to you). Hope that’s a fair self declared ultimatum”

Of course, the weeks went by – no more actions from publisher’s side, and he stopped communicating with us at all.

From this situation we draw a few conclusions:

  1. Draw up contracts with a lawyer – it helps to avoid many problems

  2. Discuss list of changes you have to implement before launch, and state them in the Agreement: publisher promised us that we would launch the game in 2-3 month period, but in reality it took a whole year, and most of the time we were waiting for his feedback

  3. Know all the answers – when you see problems, don’t work by inertia, do something over inaction

  4. Sadly, but there are a lot of bad people in the world – they don’t play by the rules and we need to keep this in mind

Thus, it’s been over a year from the launch date. The game hasn’t been updated for a long time, monthly earnings drop to $1.5k.

It has been an apathy period, I thought I need to condone with failure, and move forward: do the things I like, develop new games and choose publisher smartly next time. Gross income, based on data from App Annie is about $50k. This is not the amount of money to go to Court – I thought.

But, at some point of time I realized, that this is MY game, MY intellectual property and MY wasted time, and I realized it’s worth fighting for.

I want to achieve next:

  1. NexxStudio should remove game from stores and stop benefit of my game

  2. NexxStudio should pay our share from game earnings

  3. Popularize consequences of my work with NexxStudio

Our lawyer worked up next strategy:

  1. Send Claim Letter to NexxStudio: we notify Mr. Ken Neth Wong, that he violates the Agreement, and if he does not perform his duties during a month, we break the Agreement unilaterally

  2. If NexxStudio ignores Claim Letter, we break the Agreement and notify publisher about this

  3. Agreement states that all claims should be considered only by California Court, USA. In this case we need help of Law Firm from USA, which could act on behalf of my name against NexxStudio, and proceed affair to the Court as a last resort

  4. What NexxStudio is doing with developers is a fraud, and we are looking for Malaysian Law Firm to help us to expose this and stop it

Two first points of strategy are already done, and didn’t give any result. I would not like to apply this affair to the Court, because it could take a lot of time and money, but I want to get what I have fairly earned. And I want to stop NexxStudio from making money on developers, like me.

I’m convinced of one thing: the worst scenario, that could be – is doing nothing. I hope this post will draw attention of developers, like me. I’m asking you to help me spread this information. I think, this experience could be helpful for everyone. Thank you all very much!

+infos(fonte LINK

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Acerca do uso do Godot

Uma colecção interessante de tutoriais acerca do uso do motor de videojogos Godot “Curso Godot – Conceitos Plataforma”

+infos(lista): LINK

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Curso de desenvolvimento de videojogos (em Portugal)

Está a decorrer no IEFP de Vila Nova de Gaia o período de inscrição para o curdo de “Desenvolvimento de videojogos” divido em duas partes: “Design e desenvolvimento” e “Design e programação avançados” durante o período de julho num total de 200 horas.


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A partilha de uma experiência..

Supostamente este é um video acerca de uma experiência sobre o uso do game engine Unity..


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Hardware: ligar o comando da PS4 ao PC

Fica o link para esta possibilidade..


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The Game Industry Conference, na Polónia

“The Game Industry Conference’s mission is to encourage the growth of game developers in the region and globally. The conferences three key features are size, scope, and inclusiveness. As the biggest event in CEE, it aims to provide quality advanced and technical talks, while keeping it accessible, especially by not cutting off devs with a paywall.”


+infos(rede social): LINK

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Campanha para apoiar um jogo tuga

Está a decorrer uma campanha para apoiar o desenvolvimento de um videojogo desenvolvido pelo estúdio Digitality Studios. O videojogo tem de nome: A Horde Too Many e de acordo com os criadores trata-se:  “A side-scrolling Post-Apocalyptic RPG with Survival, Base Management and Tower Defense elements!”

+infos(a campanha): LINK


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Um blog interessante.. sobre o uso do Unity

Este blog parece sobre o uso do Unity mas também sobre o desenvolvimento de videojogos :)

Tem um posts interessantes sobre retirar melhor performance deste game engine :)



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Mais uma referência para ajuda no uso do Unity

Unity Cheat Sheet and Quick Reference 2018

Os temas são:
MonoBehaviour Event Execution Order
GameObject Manipulation
Vector Quick Reference
Time Variables
Physics Events
Input Quick Reference

+infos(oficial): LINK

+infos(o pdf): LINK

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Campanha no Humble “8-Bit Pixel Game Dev Bundle”

A campanha no Humble com o título: 8-Bit Pixel Game Dev Bundle

Os conteúdos são:
Fantasy Enemy Creatures
Pixelart Game Backgrounds
Super Pixel Objects and Items
Food and Kitchenware Pixel Art Icons
Golden Coin, Rotate Sequence
World Map Pixel Art Tileset
Game Collectable Pack Pixelart
Will’s Magic Pixel Particle Effects
Deep Forest 16 Colour Tileset
Pixel House Set
8-Bit Retro Game SFX
Arcade Item Pack
Cyber Punk Shooter
Pixel Art Spaceships for Shmup
Side-scroller Spaceships
Pixel Art Bedroom Kit
Pixel Art Tileset Collection
Adventure Package
Pixel Font Pack
Fantasy Platformer Pixelart Props
Zombie Survival
Valiant Knight Pixel Art Character
Pure 8-Bit Magic (12 Royalty Free Tracks)
Pixel Art Farm Kit
8-Bit SFX Pack
Zombie Package
Pixel Art Kitchen Kit
Castle Dungeon – Fantasy Pixelart Tileset
Pixel Art Game Kit
Customizable Pixel Art Character Kit
Fantasy Medieval
Tiny RPG Dungeon
8-Bit Tunes 8-Pack
Pixel Art Sci-fi Space Station
Pixel Art Forest Kit
Fantasy Forest Pixel Art Tileset
Music Loops for 8-Bit Games
Space Package
Simple Pirate Characters
Zombie Characters
Simple Medieval Characters

+infos(a campanha): LINK

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Uma campanha que vem do outro lado do mundo!

Está a decorrer uma campanha numa plataforma de crowdfunding com o nome “Bem Vindo Ao Game Design – Livro e Cursos Online” por João Victor Santos Pinho Teixeira. O objectivo é o de apoiar a publicação de um livro relacionado com o desenvolvimento de videojogos.

+infos(oficial): LINK 


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Um texto interessante acerca do uso de videojogos

Encontrei este post acerca do uso de videojogos e as possíveis mudanças que eles podem trazer. Com o título “Can gaming inspire social change?” por Anjuli Borgonha.

+infos(oficial): LINK

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Um tutorial acerca do uso do Godot

Uma página com um referencial sobre o uso do software do Godot game engine.


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Assistir a umas palestras antes de começar o desenvolvimento de videojogos..

acerca: “Making Your First Game” – 6 videos
pela malta do Extra Credits..

Making Your First Game: Basics – How To Start Your Game Development – Extra Credits
Making Your First Game: Practical Rules – Setting (and Keeping) Goals
Making Your First Game: Minimum Viable Product – Scope Small, Start Right
Making Your First Game: Launching! – How to Market Your Game
Global Game Jam 2017: Keynote Address
Fail Faster – A Mantra for Creative Thinkers


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Assistir a umas palestras sobre o desenvolvimento de videojogos..

acerca: “Take a deeper look at the principles of Game Design.” – 87 videos
pela malta do Extra Credits..

“Art” Is Not the Opposite of “Fun” – Why Analyzing Games Makes Them Better
A Case for Board Games – Why Board Games Help You Make Better Video Games
Accretion – Design by Landfill: A Longterm Strategy?
Achievements – Creating a Meaningful Meta-Game
Advanced Social Curve Design – Empowering the Community
Aesthetics of Play – Redefining Genres in Gaming
Affordances – How Design Teaches Us Without Words
Asymmetric Play – Can One Game Cater to Many Playstyles?
Awesome Per Second – Don’t Waste Time
Backtracking and Level Design – Making a Way Out
Balancing an MMO Ecosystem – Getting a Mix of Player Types
Balancing for Skill – The Link from Optimal Power to Strategy
Bartle’s Taxonomy – What Type of Player are You?
Big Bad – I: The Basics of Villains in Video Game Design
Big Bad – II: What Makes a Good Villain?
Choice and Conflict – What Does Choice Mean in Games?
Choices vs Consequences – What Player Decisions Mean in Games
Collectible Games – I: How Can We Make Good CCGs?
Collectible Games – II: Monetizing Our Collecting Urges
Collectible Games – III: What Makes a Good TCG or CCG?
Combining Genres – How to Pick the Right Design Mechanics For Your Game
Comedic Games – Can We Make More Funny Games?
Competitive Storytelling – How to Create Narrative in Multiplayer Games
Counter Play – Making Multiplayer Fun for the Opponent
Cutscenes – A Powerful (and Misused) Narrative Design Tool
De-Gamification – Flexibility to Play Your Way
Depth vs Complexity – Why More Features Don’t Make a Better Game
Designing for a Touch Screen – What Games Play Best on Mobile
Designing for Youth – Making Games for Players Under 14
Differences in Scale vs Differences in Kind – Keeping Players Interested
Digging Deeper – Do Games Have Less Value than Other Media?
Easy Games – What Happened to Hardcore Games?
Energy Systems – How Casual Games Suck You In
Exit Points – Putting Down the Game
Exploration in Games – Four Ways Players Discover Joy
Fail Faster – A Mantra for Creative Thinkers
First Move Advantage – How to Balance Turn-Based Games
Future Proofing Your Design – Looking at Hearthstone and Planning Ahead
Graphics vs. Aesthetics – Why High Resolution Graphics Aren’t Enough
Historical Games – Why Mechanics Must Be Both Good and Accurate
How Much Agency Do Games Need? – Choices in Linear Games
How To Start Your Game Narrative – Design Mechanics First
Humane Design – Games Must Be Good to Their Players
Idle Games – How Games Scratch Your Multitasking Itch
In Service to the Brand – Why Bioshock Infinite Failed
Intermediate Social Curve Design – Introducing Cooperation Rewards
Intrinsic vs Extrinsic – Designing Good Rewards in Games
Like a Ninja – What Makes a Good Stealth Game
Making Your First Game: Basics – How To Start Your Game Development
Making Your First Game: Launching! – How to Market Your Game
Making Your First Game: Minimum Viable Product – Scope Small, Start Right
Making Your First Game: Practical Rules – Setting (and Keeping) Goals
Mechanics as Metaphor – I: How Gameplay Itself Tells a Story
Mechanics as Metaphor – II: Creating Narrative Depth
MMO Economies – Hyperinflation, Reserve Currencies & You!
Negative Possibility Space – When Exploration Lets Players Down
Non-Combat Gaming – How to Make Social Mechanics Fun
Open World Design – How to Build Open World Games
Overlooked – The Hidden Potential of Hidden Object Games
Overwatch and Asymmetric Character Design – The Challenge of Varied Playstyles
Overwatch and Asymmetric Level Design – What Makes the Maps Fun?
Pacing – How Games Keep Things Exciting
Perfect Imbalance – Why Unbalanced Design Creates Balanced Play
Plan, Practice, Improvise – Understanding the Three Types of Play in Games
Playing Like a Designer – I: Examine Your Experiences
Playing Like a Designer – II: How to Analyze Game Design
Power Creep – The Trouble with Expansions and Time
Power Creep in Hearthstone – What It Teaches Us About Games
Quest Design – I: Why Many MMOs Rely on Repetitive Grind Quests
Quest Design – II: How to Create Interesting MMO and RPG Quests
Simulation Sickness – Causes and Cures for Game Headaches
Social Difficulty Curve – Easing Players into Communication
Spectacle Creep – When Sequels Try Too Hard
Speedrunning – Games Done Quick and Developer Tips
Starting Off Right – How the First Five Minutes Draw Players In
The Feeling of Agency – What Makes Choice Meaningful?
The Fighting Game Problem – How to Teach Complicated Mechanics
The Illusion of Choice – How Games Balance Freedom and Scope
The Magic Circle – How Games Transport Us to New Worlds
The Pre-Production Problem – How to Improve the Planning Process in Game Design
The Role of the Player – The Player is Both Audience and Storyteller
The Skinner Box – How Games Condition People to Play More
The Uncanny Valley – Why More Realistic Characters Look Less Human
Tutorials 101 – How to Design a Good Game Tutorial
What Is a Game? – How This Question Limits Our Medium
What Makes Us Roleplay? – Why Game Worlds Feel Real
When Difficult Is Fun – Challenging vs. Punishing Games


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Consolas retro oficiais

Ando de olhos postos nas consolas retro. Algumas delas nunca brinquei nem experimentei, pois são demasiado antigas, outras sim :)

Eis a lista do que encontrei até ao momento à venda em Portugal :)

Consola SNES Nintendo Classic Mini, 

Consola SEGA MEGA DRIVE 85 jogos (Preto),


Consola Retro ATARI Flashback 8 Gold,

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Construir “Graphics Shaders”

Um tutorial/introdução que explica a construção de Graphics Shaders

+infos: LINK

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Conversas gráficas (em Coimbra)

duas das palestras estão relacionadas com o desenvolvimento de videojogos:
O workflow geral do desenvolvimento de videojogos, por Guilherme Santos da Empresa ZPX
e Tecnologias de motion capture para videojogos, por Durate Duque professor no IPCA

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